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Soraia Raupp Musse

Publications and source records attributed to Soraia Raupp Musse.

At least 19 recordsLinked to original sources

Emotion Intensity Matters: Generating Realistic Expressions in Virtual Humans with CVAEs

Generating expressive facial behavior in virtual humans (VHs) remains a central challenge in affective computing and character animation. This paper presents a novel approach based on Conditional Variational Autoencoders (CVAEs), trained on real human facial expression data, to synthesize controllable emotional expressions at varying intensities. Using a dataset comprising six basic emotions represented at two intensity levels (low and high), we train a CVAE model to generate synthetic facial expression data while preserving semantic consistency with real human expressions. Despite the limited amount of training data (only 7,680 facial expression samples), the proposed approach learns meaningful latent representations and generates coherent emotional variations. Our method enables control over emotional intensity, making it suitable for animating virtual characters without requiring actor performances or manual artistic intervention. Our research aimed to evaluate whether the method (CVAE) preserves the characteristics associated with the different intensity levels present in the dataset. Results show that the proposed model preserves key expressive characteristics across intensity levels while supporting generalization across emotional intensity levels, contributing to the creation of emotionally expressive virtual characters from relatively small datasets.

cs.CV

Computer Vision for Wildlife Monitoring: Detecting Brown Howler Monkeys using YOLO

Urban expansion threatens global biodiversity, especially affecting arboreal species due to the fragmentation of forest habitats. The movement of arboreal species across disjointed forest patches increases mortality risk and, thus, compromises their conservation. In this context, the installation of canopy bridges can be a viable strategy; yet continuous monitoring of their use by arboreal species is essential for ensuring their effectiveness, typically carried out with the aid of camera traps. However, this method often produces false-positive images that demand time from conservationists for review. In this context, computer vision algorithms can optimize the task of detecting target species using the canopy bridges. In this study, we explored the automatic detection of brown howler monkeys (Alouatta guariba) in videos obtained by camera traps. Given the need for a large number of annotated images of the target animals to train the algorithms, we tested the incorporation of auxiliary data to improve detection models, fine-tuning the YOLOv10 framework using varying proportions of them. The improvement of these automatic detection techniques contributes to conservation efforts, by providing automatic tools to monitor solutions that minimize the impact of human interference in animals habitats.

cs.CV

LLM-Driven Personalities for Decision Making in Emergency Simulations

For virtual humans to appear believable, they must exhibit agency and spatial awareness while interacting with their environment in ways that reflect competence and intelligence. At the core of these capabilities lies effective decision-making, which strongly shapes agent behavior. With the rapid advancement of artificial intelligence, Large Language Models (LLMs) have increasingly been explored as a mechanism to support such decision-making processes. In this work, we investigate the use of LLMs to drive decision-making in virtual humans within a simulated evacuation scenario, incorporating OCEAN personality traits into agent representations. Our goal is to evaluate how personality, expressed through language-based prompts, influences both individual behaviors and collective simulation outcomes. Our results demonstrate that LLM-driven personality profiles significantly impact agents' decisions, leading to distinct behavioral patterns across different traits. These findings suggest that heterogeneous crowds composed of LLM-guided agents can enhance the realism and variability of simulated environments, offering a flexible alternative to traditional rule-based approaches.

cs.GR

True to Tone? Quantifying Skin Tone Fidelity and Bias in Photographic-to-Virtual Human Pipelines

Accurate reproduction of facial skin tone is essential for realism, identity preservation, and fairness in Virtual Human (VH) rendering. However, most accessible avatar creation pipelines rely on photographic inputs that lack colorimetric calibration, which can introduce inconsistencies and bias. We propose a fully automatic and scalable methodology to systematically evaluate skin tone fidelity across the VH generation pipeline. Our approach defines a full workflow that integrates skin color and illumination extraction, texture recolorization, real-time rendering, and quantitative color analysis. Using facial images from the Chicago Face Database (CFD), we compare skin tone extraction strategies based on cheek-region sampling, following the literature, and multidimensional masking derived from full-face analysis. Additionally, we test both strategies with lighting isolation, using the pre-trained TRUST framework, employed without any training or optimization within our pipeline. Extracted skin tones are applied to MetaHuman textures and rendered under multiple lighting configurations. Skin tone consistency is evaluated objectively in the CIELAB color space using the $ΔE$ metric and the Individual Typology Angle (ITA). The proposed methodology operates without manual intervention and, with the exception of pre-trained illumination compensation modules, the pipeline does not include learning or training stages, enabling low computational cost and large-scale evaluation. Using this framework, we generate and analyze approximately 19,848 rendered instances. Our results show phenotype-dependent behavior of extraction strategies and consistently higher colorimetric errors for darker skin tones.

cs.CV

Are You Listening to Me? Fine-Tuning Chatbots for Empathetic Dialogue

Conversational agents have made significant progress since ELIZA, expanding their role across various domains, including healthcare, education, and customer service. As these agents become increasingly integrated into daily human interactions, the need for emotional intelligence, particularly empathetic listening, becomes increasingly essential. In this study, we explore how Large Language Models (LLMs) respond when tasked with generating emotionally rich interactions. Starting from a small dataset manually crafted by an expert to reflect empathic behavior, we extended the conversations using two LLMs: ChatGPT and Gemini. We analyzed the emotional progression of the dialogues using both sentiment analysis (via VADER) and expert assessments. While the generated conversations often mirrored the intended emotional structure, human evaluation revealed important differences in the perceived empathy and coherence of the responses. These findings suggest that emotion modeling in dialogues requires not only structural alignment in the expressed emotions but also qualitative depth, highlighting the importance of combining automated and humancentered methods in the development of emotionally competent agents.

cs.HC

Guidelines para Desenvolvimento de Jogos Mobile Inclusivos

Games represent a significant part of modern culture, which demonstrates the importance of ensuring that everyone can participate and play in order to feel included in our society. However, most digital games end up being inaccessible to people with disabilities. Part of the problem when thinking about inclusive game design is that there is no single solution for accessibility, and what works well for one group may not work for another. This work proposes a set of guidelines for the development of inclusive mobile games, considering the widespread use of smartphones by the population and the need to include people with disabilities in the gaming culture.

cs.HC

Perceptual Analysis of Groups of Virtual Humans Animated using Interactive Platforms

Virtual humans (VH) have been used in Computer Graphics (CG) for many years, and perception studies have been applied to understand how people perceive them. Some studies have already examined how realism impacts the comfort of viewers. In some cases, the user's comfort is related to human identification. For example, people from a specific group may look positively at others from the same group. Gender is one of those characteristics that have in-group advantages. For example, in terms of VHs, studies have shown that female humans are more likely to recognize emotions in female VHs than in male VHs. However, there are many other variables that can impact the user perception. To aid this discussion, we conducted a study on how people perceive comfort and realism in relation to interactive VHs with different genders and expressing negative, neutral, or positive emotions in groups. We created a virtual environment for participants to interact with groups of VHs, which are interactive and should evolve in real-time, using a popular game engine. To animate the characters, we opted for cartoon figures that are animated by tracking the facial expressions of actors, using available game engine platforms to conduct the driven animation. Our results indicate that the emotion of the VH group impacts both comfort and realism perception, even by using simple cartoon characters in an interactive environment. Furthermore, the findings suggest that individuals reported feeling better with a positive emotion compared to a negative emotion, and that negative emotion recognition is impacted by the gender of the VHs group. Additionally, although we used simple characters, the results are consistent with the perception obtained when analysing realistic the state-of-the-art virtual humans, which positive emotions tend to be more correctly recognized than negative ones.

cs.HC

Exploring Foundation Models for Synthetic Medical Imaging: A Study on Chest X-Rays and Fine-Tuning Techniques

Machine learning has significantly advanced healthcare by aiding in disease prevention and treatment identification. However, accessing patient data can be challenging due to privacy concerns and strict regulations. Generating synthetic, realistic data offers a potential solution for overcoming these limitations, and recent studies suggest that fine-tuning foundation models can produce such data effectively. In this study, we explore the potential of foundation models for generating realistic medical images, particularly chest x-rays, and assess how their performance improves with fine-tuning. We propose using a Latent Diffusion Model, starting with a pre-trained foundation model and refining it through various configurations. Additionally, we performed experiments with input from a medical professional to assess the realism of the images produced by each trained model.

eess.IV

Micro and macro facial expressions by driven animations in realistic Virtual Humans

Computer Graphics (CG) advancements have allowed the creation of more realistic Virtual Humans (VH) through modern techniques for animating the VH body and face, thereby affecting perception. From traditional methods, including blend shapes, to driven animations using facial and body tracking, these advancements can potentially enhance the perception of comfort and realism in relation to VHs. Previously, Psychology studied facial movements in humans, with some works separating expressions into macro and micro expressions. Also, some previous CG studies have analyzed how macro and micro expressions are perceived, replicating psychology studies in VHs, encompassing studies with realistic and cartoon VHs, and exploring different VH technologies. However, instead of using facial tracking animation methods, these previous studies animated the VHs using blendshapes interpolation. To understand how the facial tracking technique alters the perception of VHs, this paper extends the study to macro and micro expressions, employing two datasets to transfer real facial expressions to VHs and analyze how their expressions are perceived. Our findings suggest that transferring facial expressions from real actors to VHs significantly diminishes the accuracy of emotion perception compared to VH facial animations created by artists.

cs.GR

Evaluating and Comparing Crowd Simulations: Perspectives from a Crowd Authoring Tool

Crowd simulation is a research area widely used in diverse fields, including gaming and security, assessing virtual agent movements through metrics like time to reach their goals, speed, trajectories, and densities. This is relevant for security applications, for instance, as different crowd configurations can determine the time people spend in environments trying to evacuate them. In this work, we extend WebCrowds, an authoring tool for crowd simulation, to allow users to build scenarios and evaluate them through a set of metrics. The aim is to provide a quantitative metric that can, based on simulation data, select the best crowd configuration in a certain environment. We conduct experiments to validate our proposed metric in multiple crowd simulation scenarios and perform a comparison with another metric found in the literature. The results show that experts in the domain of crowd scenarios agree with our proposed quantitative metric.

cs.GR

Detecting Events in Crowds Through Changes in Geometrical Dimensions of Pedestrians

Security is an important topic in our contemporary world, and the ability to automate the detection of any events of interest that can take place in a crowd is of great interest to a population. We hypothesize that the detection of events in videos is correlated with significant changes in pedestrian behaviors. In this paper, we examine three different scenarios of crowd behavior, containing both the cases where an event triggers a change in the behavior of the crowd and two video sequences where the crowd and its motion remain mostly unchanged. With both the videos and the tracking of the individual pedestrians (performed in a pre-processed phase), we use Geomind, a software we developed to extract significant data about the scene, in particular, the geometrical features, personalities, and emotions of each person. We then examine the output, seeking a significant change in the way each person acts as a function of the time, that could be used as a basis to identify events or to model realistic crowd actions. When applied to the games area, our method can use the detected events to find some sort of pattern to be then used in agent simulation. Results indicate that our hypothesis seems valid in the sense that the visually observed events could be automatically detected using GeoMind.

cs.CV

Study of Non-Verbal Behavior in Conversational Agents

This paper studies the non-verbal behavior of a conversational agent named Arthur. We propose the development of body movements for this agent, which interacts solely through voice commands, chat, and videos with facial animations. This research aims to analyze users' perceptions regarding the gestures performed by Arthur. This study was conducted with participants who agreed to interact directly or through video with the conversational agent. The main goal is to analyze whether including nonverbal movements alters users' perception so that they feel more comfortable watching the video or interacting in real-time.

cs.HC

Exploring Crowd Dynamics: Simulating Structured Behaviors through Crowd Simulation Models

This paper proposes the simulation of structured behaviors in a crowd of virtual agents by extending the BioCrowds simulation model. Three behaviors were simulated and evaluated, a queue as a generic case and two specific behaviors observed at rock concerts. The extended model incorporates new parameters and modifications to replicate these behaviors accurately. Experiments were conducted to analyze the impact of parameters on simulation results, and computational performance was considered. The results demonstrate the model's effectiveness in simulating structured behaviors and its potential for replicating complex social phenomena in diverse scenarios.

cs.GR

Evaluating the Uncanny Valley Effect in Dark Colored Skin Virtual Humans

With the rapid advancement of technology, the design of virtual humans has led to a very realistic user experience, such as in movies, video games, and simulations. As a result, virtual humans are becoming increasingly similar to real humans. However, following the Uncanny Valley (UV) theory, users tend to feel discomfort when watching entities with anthropomorphic traits that differ from real humans. This phenomenon is related to social identity theory, where the observer looks for something familiar. In Computer Graphics (CG), techniques used to create virtual humans with dark skin tones often rely on approaches initially developed for rendering characters with white skin tones. Furthermore, most CG characters portrayed in various media, including movies and games, predominantly exhibit white skin tones. Consequently, it is pertinent to explore people's perceptions regarding different groups of virtual humans. Thus, this paper aims to examine and evaluate the human perception of CG characters from different media, comparing two types of skin colors. The findings indicate that individuals felt more comfortable and perceived less realism when watching characters with dark colored skin than those with white colored skin. Our central hypothesis is that dark colored characters, rendered with classical developed algorithms, are considered more cartoon than realistic and placed on the left of the Valley in the UV chart.

cs.HC

Crafting Realistic Virtual Humans: Unveiling Perspectives on Human Perception, Crowds, and Embodied Conversational Agents

Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available technology now empowers users, programmers, and designers to create and animate VHs with relative ease. These technologies have even reached a point where they can replicate the authentic characteristics and behaviors of real actors, resulting in VHs that are visually convincing and behaviorally lifelike. This paper explores three closely related research areas in the context of virtual humans and discusses the far-reaching implications of highly realistic characters within these domains.

cs.HC

Can we truly transfer an actor's genuine happiness to avatars? An investigation into virtual, real, posed and spontaneous faces

A look is worth a thousand words is a popular phrase. And why is a simple look enough to portray our feelings about something or someone? Behind this question are the theoretical foundations of the field of psychology regarding social cognition and the studies of psychologist Paul Ekman. Facial expressions, as a form of non-verbal communication, are the primary way to transmit emotions between human beings. The set of movements and expressions of facial muscles that convey some emotional state of the individual to their observers are targets of studies in many areas. Our research aims to evaluate Ekman's action units in datasets of real human faces, posed and spontaneous, and virtual human faces resulting from transferring real faces into Computer Graphics faces. In addition, we also conducted a case study with specific movie characters, such as SheHulk and Genius. We intend to find differences and similarities in facial expressions between real and CG datasets, posed and spontaneous faces, and also to consider the actors' genders in the videos. This investigation can help several areas of knowledge, whether using real or virtual human beings, in education, health, entertainment, games, security, and even legal matters. Our results indicate that AU intensities are greater for posed than spontaneous datasets, regardless of gender. Furthermore, there is a smoothing of intensity up to 80 percent for AU6 and 45 percent for AU12 when a real face is transformed into CG.

cs.CV

LODUS: A Multi-Level Framework for Simulating Environment and Population -- A Contagion Experiment on a Pandemic World

Nowadays we are experiencing a way of life that never existed before. The pandemic has sharply changed our habits, customs, and behavior. In addition, a lot of work was suddenly requested for city managers challenging them to develop strategies to try stopping the pandemic progression. Urban environments must be dynamic and managers need fast decisions when working on crisis situations. In this paper we present LODUS, a framework able to simulate urban environments on a multi-level approach, combining macro and micro simulation information in order to provide accurate information about population dynamics. Furthermore, the framework LODUS is a powerful tool when performing an urban viability study, since the simulation results are able to highlight and predict attention points prior to an urban environment to be built.

cs.MA

Perception of Personality Traits in Crowds of Virtual Humans

This paper proposes a perceptual visual analysis regarding the personality of virtual humans. Many studies have presented findings regarding the way human beings perceive virtual humans with respect to their faces, body animation, motion in the virtual environment and etc. We are interested in investigating the way people perceive visual manifestations of virtual humans' personality traits when they are interactive and organized in groups. Many applications in games and movies can benefit from the findings regarding the perceptual analysis with the main goal to provide more realistic characters and improve the users' experience. We provide experiments with subjects and obtained results indicate that, although is very subtle, people perceive more the extraversion (the personality trait that we measured), into the crowds of virtual humans, when interacting with virtual humans behaviors, than when just observing as a spectator camera.

cs.HC